Kaks wrote:To go back to the back story for the moment, what I think McLane is saying here is that it'd be nice if you helped the players' imagination.
That's more or less it.
I try another way to get my point across: the basic purpose of Interstellar Help and Interstellar Rescue is the same: give the player a way of getting out of a doom situation. The execution is different.
Interstellar Help tries to do it from
within the game. It's premise is not that you're playing a game, but that you're actually cruising the galaxy. There are others just like you, and everybody is aware of the risk of getting stuck in interstellar space. Therefore pilots would help each other out. Whoever has taken precaution (fuel tanks, fuel collector, whatever) offers his services to others who didn't take the same precaution, for a price. All of that works within the game, it doesn't require you to leave the game and remember that you're actually sitting in front of a computer playing a game.
From what I've understood about it, Interstellar Rescue is different. It is more like a game-options menu is popping up and informs you that you've brought yourself into an unwinnable situation. Therefore it offers you to return to the start of your current level and re-play. (It's not exactly like that, I know, but I hope it's at least a working analogy.) You may or may not choose that option, but either way you're no longer inside the game, but on a meta-level.
While in Interstellar Help it's some characters who communicate with you, in Interstellar Rescue it's the
game that communicates with you. It breaks immersion and reminds you that you're not actually in a space ship, but in front of a computer game.
Therefore 'cheat' is an inappropriate moniker, and I take it back. It's not a cheat, but rather an immersion-breaker.
Having said that, I do think that breaking the player's immersion is a bad thing and should be avoided wherever possible. Therefore I think that Interstellar Rescue
in its current form is not a good solution to the underlying problem. The real challenge is to work with the concept and transform it in a way that it doesn't break immersion.
I hope I've made myself clearer now.